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Luis Escobar

108
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A member registered Jul 09, 2020 · View creator page →

Creator of

Recent community posts

Your game is insane! Amazing what you have done in 48h!

The only issue I had is that I wasn't playing in fullscreen at first and the font is not easily readable.  Going fullscreen solved it, however.

Other than that, very good job!

I also had the wrong resolution and the fullscreen button didn't work for some reason.

I was able to finish the game anyway. It was fun although the player felt too "floaty" for my taste. I really liked the music and sound effects, especially the clapping sound.

I'm glad you liked it! :D

Thank you! Glad you liked it!

Nice!

Thank you for playing! :)

My thoughts during gameplay:

First game: "Ok, let's find those orbs... Oh, can't go there... Nor there... Ah finally an orb! Wait what is that thing near the pillars? It's coming for me! Crap, I died..."

Second game: "Pickup first orb, check. Where is that monster? Nothing behind... This is weird, where did it go? Never mind let's go seek the second orb, but keep looking around for the monster... Second orb in the pillar and the monster is nowhere to be seen... Third and still no sign of the monster... Sneaky developers, they want me to be scared rest of the game but the demon won't appear anymore! HOLY SH**! Here it is again!"

I loved it!

Regarding improvements, most of what I saw has been said, but I will add that the walking sound should stop when walking perpendicular to a wall (I mean pressing forward button but not actually moving due to the wall)

Great job!

Thank you for the detailed feedback!

Regarding the "bug", it was intended as some levels are a bit tricky to pass and I didn't want players to get discouraged. HOWEVER, I didn't think about spamming rewind. Thanks for pointing it out!

The rewind mechanic is a stretch, solely introduced to fit the theme. This is bad and I know it ^^' In previous comments I have mentioned the original idea and how it evolved to the final game. What it boils down to is that I liked the idea too much to start anew.

Your last point is exactly what it was supposed to be but I had to rush it and didn't have time to implement it :/ In case you wonder, each "level" of patience gives different amounts of points/patience at the end (1x for Patience, 10x for More Patience and 50x for Even More).

Thank you for playing!

As many here, I had to read the description to understand how it fitted the theme.

It's a good idea but it wasn't visually striking so I personally didn't notice it. But I think the main problem is that you didn't choose between grid movement and free movement. It looks like grid movement because of floor tiles and not being able to move diagonally but actually it is not (I had to go back and check when writing this because I actually thought it was...). Because of this, the collision boxes are really weird and you end getting stuck somewhere instants before a monster gets you. 

Very nice idea, very well executed.

I loved the way the first level starts and the fact that you can actually rewind chrono guy out of the screen again. 

From my point of view, what it is lacking is some polish but that has already been commented below (mostly regarding player movement), but that is easily understandable in a game jam. I actually find it hilarious that you have a super cool death animation but no walking one...

After reading a few of your comments on other games, I'm actually sorry to not have a more constructive comment to write :(

Good job and keep making games!

Very nice idea. I liked the story behind it. The graphics are simple but polished. Sound design is great.

Steventus has already said mostly what I think so I won't repeat it. But I want to emphasize his point on feedback to the player. For me that was the biggest issue. Sometimes destroying a turret would take two shots. Other times, it wouldn't die, no matter how much I shot. And honestly I have no idea why. It could be the bullet collision/ ray cast wasn't detected (a bug). It could be that the turret was armored from that side. Or was it invencible when the light was shining on them? If I had to bet I'd say it's the first option but I don't know, and I think that is the problem.

In any case, good job on your game! :)

The levels are really polished. The graphics are  very good and the music matches the atmosphere perfectly. Overall a very well executed game which leaves me with not much to say...

However, I will nitpick, because that's what we are here for :)

  • The obvious one is lack of menu or introduction, but I didn't really care so I won't say more about it.
  • I think that the different styles of floors didn't bring any value, and actually distracted me the first times because I wasn't sure if the "new" floor was safe. I would have kept the levels with one unique style each.
  • When "rewinding" against a wall, I would have loved a small animation letting me know the movement had "failed".

That's about it. Good job on your game, I really enjoyed it.

While I really disliked the idea of going around killing people just because they want to talk to you (!?), I'll try and focus on what I found is the main problem, gameplay-wise.

I found that the best strategy was to never stop shooting and kill the enemies while they were out of view (or at least damage them good enough that you can kill them very fast once they appear). This leads to very poor gameplay. To solve it I would do one of two things:

  • Reduce rate of fire, zoom back the camera and allow the player to see more ahead of him.
  • Reduce range of the gun but make it way more powerful (think shotgun).

Keep making games!

A very solid game, with potential for long game sessions.

I liked the gameplay and the art. Less so the music (good but too repetitive)

The critique I'll make is regarding user feedback (if you can call it that way). For the first ten clients or so, I was sure I had to go to give the cassette to them. It led to me frantically pressing E and F around them until the bubble went blue (which of course wasn't my doing but I had no idea...). A sound effect or a graphical feedback letting me know that pressing the buttons didn't do anything would have helped me :)

Good job on your entry!

(1 edit)

Wow, thank you for the long and detailed feedback!

1) I'm glad you liked the sound design. I think this is one of my weakest points (along with game design) so it feels nice being validated :)

2) I'm actually quite proud of the art direction so I'm happy to know you liked it!

3) I completely agree with you about the theme (or lack thereof). The original idea was to have a simulation of your future life with the pet, and you could rewind at any time to see different paths. This was already at the limit of fitting the theme as I was worried it would be seen as a glorified "New game" option. In any case, several constraints (time and art, mostly) led to a deviation from this idea to the game we finally ended up making. Basically I liked the idea too much to scrap 2 or 3 days of work just because it didn't fit the theme very well :)

In the end, I justify the rewind mechanic as an abstract representation of training a puppy, as sometimes you need to "go back to basics" in order to teach him well.

In any case, I'm glad you enjoyed the game and thank you for playing!

(1 edit)

Good job on getting a puppy! The rewind mechanic is a stretch, I agree, but we had fun making the game :)

Thank you for playing!

What do you mean it took the ball a minute to reset? You can click and drag at any time and it should stop the movement of the ball.

I agree that some explanations would have been welcome but unfortunately I had to rush the level creation :S

Thank you for the feedback and thank you for playing!

Sorry about your pet... Hahaha

Thank you for playing!

Thank you for playing! :)

Glad you liked it! Thank you for playing!

Who on his right mind doesn't like dogs!? Hahah just joking. Thank you for playing!

It is a nice little game which is quite pleasant to play.

Overall I didn't really feel the need to use the rewind function, and found that avoiding the enemies was just faster.

Also, I didn't like that the player was so "floaty". It was hard to avoid projectiles once in the air. There is a GDC talk: Building a better jump, that gets into details of how to implement a, well, better jump.

Good job on your first game!

It's a shame I couldn't get past the first "double jump". I found it frustrating that I couldn't add momentum to the box when throwing it in movement.

But the idea was really good and the art as well!

I couldn't get past the second level because the recording didn't match what I had actually done (the jumps didn't reach the third level). Which is a shame because I really liked the idea :/

Very nice mechanic! It's a shame the idea wasn't explored more (time constraints, I understand ^^)

I found some levels quite hard from a finger coordination point of view so my suggestion would be to allow jump with w/up. I think it would have helped with some jumps.

Haha, thank you for playing!

Glad you liked it! And thank you for playing!

Great little game! I loved the idea!

What I would have loved is some kind of unlimited time at the start of the level to think about my movements and a way to reset only certain keys. Also, since you are only pressing one key at a time I would allow any key to basically serve as input.

Good job!

I liked the idea and the graphics are well done.

What I didn't like is the aggressiveness of the "old TV effects" and some of the game designs. Like how am I supposed to know I need to jump into the void... In the opposite direction?

I liked that the theme was completely interpreted in an unexpected way. I also liked the fact that you could unlock another ending + the meta humour at the very end.

My criticism would be to slowly introduce the food and factories . As it stands, there are too many too soon and you don't have time to understand what anyone does. In the end I spammed the top left if i wanted Loud and the top right if I wanted Smelly. And it worked!

Congratulations! Thank you for playing!

I loved the game. The difficulty curve is perfect, always keeping you on your toes. The art is magnificent. I can only imagine the work it has been to make all the tapes!

Excellent job!

Congrats! Thank you for playing!

The original idea was to have an abstract dog training simulation. When training a dog, sometimes you have to go back to basics and if you do, the dog will be better trained in exchange of your patience. That's why I don't penalize "rewinds" or going back a level :)

Regarding the music and sounds, that is something I need to work on as I feel they are my weakest points...

Thank you for playing!

Thank you for playing!

No, I solved those. It's the one with the three buttons on the left hand side (one at the top, two at the bottom) but only two (!?) boxes to unlock them. I'm sure there is a way, I just couldn't find it :) 

Excellent game! Very pleasant to play and look at.

I got stuck in one of the latest (hopefully) levels, but that speaks more about my lack of skill than any fault of your own...

Great job!

I couldn't let you stop playing, now could I? :)

Thank you for playing! I'm glad you enjoyed it.

I'm glad you liked the reference! And the music!

Thank you for the kind words, and thank you for playing!

I know right!

Thank you for the kind words, I'm glad you enjoyed the game :)